"Living up to its name, 'Dark Eyes' paints a bleak picture of a cold, dark world, unforgiving to all its inhabitants. An eerie chime sets the tone at the outset, a melody extracted from the beginning of a nightmare. Halftime drums ramp things up before smashing into a vicious breakdown marked by dark, electric bass, an impressive demonstration of the Russian virtuosos knack for sound design. Kicking into full swing, the drop delivers the goods with a forceful, driving groove defined by piercing drums and a mean modulated reece. “Dark Eyes” is a dangerous concoction filled with palpable anger, accompanied with sinister and dark melodical backdrops, a stark picture of a world gone wrong."

Last edited by Mir on 2017-09-01 07:09:10 UTC, edited 26 times in total.

01:44:324 (6) - i find it weird how theres no strong kick sound here while there is one 01:44:583 (8) - here. yet they are mapped in the same way.01:33:289 (6) - same thing etc. - i don't think it's that big an issue, it's more to do with separating them into triples than it is mapping them exactly the same way and if i did map them differently 01:49:668 (1,2,3,4,5,6) - wouldn't be as special

Nightfall• 00:00:100 (1) - I noticed the hitwhistle is pretty much similar to the hitnormal, as imo it doesn't give enough feedback for objects like this. I'd suggest having something more noticable though• 00:27:686 (1) - The sound on this circle sounds more like 00:26:306 - than 00:29:065 (2) - so how about stacking it with the previous sliderend instead? You do the same 00:34:582 (1) - here though• 01:28:720 (2) - Don't really like the stack here as it kills the emphasis the object should have for the snare. There's more if you agree with me on this• 01:31:479 (2) - You're using this pattern a lot but Idk do you have any ideas on how to improve visual of it? The slider path is not really clear and easy to read though. I passed a few but some is still x100. 01:42:168 (1,2) - This is fine I think• 01:39:755 (2) - Is the normal sampleset intentional? Because for similar patterns there are no Normal sampleset for it• 02:11:134 (1) - Stacking. Also the white anchor on X170 Y110 makes the slider shape a bit off with 02:10:789 (5) - , might wanna remove it• 02:36:651 (3) - 2 circles maybe? To support the drum• 03:55:272 (1) - maybe it's just me but the hitwhistle is a bit loud

Nightfall• 00:00:100 (1) - I noticed the hitwhistle is pretty much similar to the hitnormal, as imo it doesn't give enough feedback for objects like this. I'd suggest having something more noticable though - redl xd• 00:27:686 (1) - The sound on this circle sounds more like 00:26:306 - than 00:29:065 (2) - so how about stacking it with the previous sliderend instead? You do the same 00:34:582 (1) - here though• 01:28:720 (2) - Don't really like the stack here as it kills the emphasis the object should have for the snare. There's more if you agree with me on this - mm you kinda have to stop on it a bit to hit it which is emphasis in itself and the launching of this into the next object is pretty nice emphasis for the wub that comes up so i think ill keep this• 01:31:479 (2) - You're using this pattern a lot but Idk do you have any ideas on how to improve visual of it? The slider path is not really clear and easy to read though. I passed a few but some is still x100. 01:42:168 (1,2) - This is fine I think - we'll see, i think after the first it makes sense cuz it's done for all the snares and stuff too it's just a slidershape difference• 01:39:755 (2) - Is the normal sampleset intentional? Because for similar patterns there are no Normal sampleset for it - no it's not this probably was a mistake• 02:11:134 (1) - Stacking. Also the white anchor on X170 Y110 makes the slider shape a bit off with 02:10:789 (5) - , might wanna remove it• 02:36:651 (3) - 2 circles maybe? To support the drum - BASs EmGpASis• 03:55:272 (1) - maybe it's just me but the hitwhistle is a bit loud - sound here is also loud xD

Nightfall00:08:375 (3) - 00:19:410 (3) - I think it'd be cool to place this parallel to 00:05:617 (1) - to show that it's a different pitch than 00:05:617 (1) -. Could accomplish this with ctrl+j and having even distance with 00:05:617 (1,2) -.00:20:444 - Feels weird that you skip this since it makes the transition to 00:20:789 (4) - feel really weak. I suggest using a circle here and stacking it under 00:19:410 (3) - 00:57:571 (4) - I know it's a new snap or whatever, but since you were using stacks for basically every other snap that has a longer duration, I think that this feels weaker and less jarring than the sound suggests. I think spacing this out from the slider end would work better.01:28:979 (3,1) - The lack of direction change on 1 makes this feel very weak despite the sharp angle. I would suggest ctrl+g on 1 here, or even flipping the pattern.01:30:358 (5,6) - Not sure I understand why you're using a stack here when you used higher spacing right above. If you wanted a weaker version, you could just have a sharp angle without a direction change.01:30:962 (8,9,1) - This could probably benefit from higher spacing (I want to see those combo numbers) to provide more contrast with the slider.01:32:168 (2) - Cool shape, but it doesn't really reflect anything particular for such a harsh turn. I think using a simpler shape like you do with 01:43:203 (2) - works well.01:52:513 (3) - I think stacked circles fit better than a slider due to the strength of the kick, while also working with your melody emphasis.02:03:548 (3) - It'd be cool if you could arrange this slider so that the player would follow more of it, since this is representing that long held "screech" in the background and the player already follows most of 02:02:858 (1) -.02:08:375 (1,2,3,4) - Try to keep your slider movements similar to what you do with 02:02:858 (1,2,3,4) - since the same sounds are prominent in both parts.02:32:427 (3,4,5) - The way you have this set up, only 5 is getting the emphasis from that sharp angle. I suggest finding a way to give both 4 and 5 similar emphasis in terms of angles. Stack 02:32:427 (3) - under 02:31:651 (8) - to get an idea of the movement i'm suggesting, but you probably want to find a different placement.02:55:272 (1,2) - Not sure if I understand the rhythm variation from 02:53:893 (1,2) - here since both parts share similar intensity and represent the same sounds. Would just suggest making them consistent with one another, probably using all circles.03:18:720 (1,2,3) - C'mon Mir you can do better than this. SV could be quite a bit higher with 1 and 2, and a curve would probably suit 3 better when combined with the slow SV. I think this way you could get some nice contrast here, but as is this feels really weak to play.03:26:996 (1) - I actually really liked this in play, but this is still too underwhelming. SV increase would be great here.03:29:755 (1,2) - Overlapping these is actually a good idea, but I'd suggest using an overlap that gives you more motion like this. Combined with an SV increase, you can provide some nice contrast to 3 and 4.05:13:203 (1,2,3,4) - I think lowering the overall spacing of this pattern and overlapping 3 and 4 would fit the whispers these sliders are representing better and provide more contrast to 05:14:582 (1) -.06:02:858 - you don't need these anymore the map is finished you monster mir pls xd

Nightfall00:08:375 (3) - 00:19:410 (3) - I think it'd be cool to place this parallel to 00:05:617 (1) - to show that it's a different pitch than 00:05:617 (1) -. Could accomplish this with ctrl+j and having even distance with 00:05:617 (1,2) -.00:20:444 - Feels weird that you skip this since it makes the transition to 00:20:789 (4) - feel really weak. I suggest using a circle here and stacking it under 00:19:410 (3) - 00:57:571 (4) - I know it's a new snap or whatever, but since you were using stacks for basically every other snap that has a longer duration, I think that this feels weaker and less jarring than the sound suggests. I think spacing this out from the slider end would work better.01:28:979 (3,1) - The lack of direction change on 1 makes this feel very weak despite the sharp angle. I would suggest ctrl+g on 1 here, or even flipping the pattern.01:30:358 (5,6) - Not sure I understand why you're using a stack here when you used higher spacing right above. If you wanted a weaker version, you could just have a sharp angle without a direction change. - the pitch is going down so i wanna reduce the movement for these to show that01:30:962 (8,9,1) - This could probably benefit from higher spacing (I want to see those combo numbers) to provide more contrast with the slider. - mm I think the whole series of sounds has a low growl so i did low spacing to reflect that01:32:168 (2) - Cool shape, but it doesn't really reflect anything particular for such a harsh turn. I think using a simpler shape like you do with 01:43:203 (2) - works well.01:52:513 (3) - I think stacked circles fit better than a slider due to the strength of the kick, while also working with your melody emphasis. - mh i like the slider more cuz of the wub sound and im not really trying to emphasize the kicks 02:03:548 (3) - It'd be cool if you could arrange this slider so that the player would follow more of it, since this is representing that long held "screech" in the background and the player already follows most of 02:02:858 (1) -.02:08:375 (1,2,3,4) - Try to keep your slider movements similar to what you do with 02:02:858 (1,2,3,4) - since the same sounds are prominent in both parts.02:32:427 (3,4,5) - The way you have this set up, only 5 is getting the emphasis from that sharp angle. I suggest finding a way to give both 4 and 5 similar emphasis in terms of angles. Stack 02:32:427 (3) - under 02:31:651 (8) - to get an idea of the movement i'm suggesting, but you probably want to find a different placement.02:55:272 (1,2) - Not sure if I understand the rhythm variation from 02:53:893 (1,2) - here since both parts share similar intensity and represent the same sounds. Would just suggest making them consistent with one another, probably using all circles. - there's bass on the first one xd03:18:720 (1,2,3) - C'mon Mir you can do better than this. SV could be quite a bit higher with 1 and 2, and a curve would probably suit 3 better when combined with the slow SV. I think this way you could get some nice contrast here, but as is this feels really weak to play. - it's not supposed to be super strong it's kinda just to give a little extra oomph cuz the section is comparatively weak to other parts of the song contrast-wise03:26:996 (1) - I actually really liked this in play, but this is still too underwhelming. SV increase would be great here.03:29:755 (1,2) - Overlapping these is actually a good idea, but I'd suggest using an overlap that gives you more motion like this. Combined with an SV increase, you can provide some nice contrast to 3 and 4.05:13:203 (1,2,3,4) - I think lowering the overall spacing of this pattern and overlapping 3 and 4 would fit the whispers these sliders are representing better and provide more contrast to 05:14:582 (1) -.06:02:858 - you don't need these anymore the map is finished you monster mir pls xd

Even though the first set of 1/1 reverse ( by set i mean every 4 1/1 reverses ) land on something really faint on the reverse tick, the subtle bell sound, The second set doesnt in fact have the bell ring on the reverse, especially 00:08:375 (3,4) - .( either that or im going deaf) Would ruin the consistent patterning but it would work better as either 1/2 slider circle for the accentuation on the following white ticks, or a simple 1/1

00:11:134 (1,2,3,4) - With the introduction of a new synth i would expect something in a form of a pattern switch to accentuate the new sound. Same applies on the next set well, where the same synth is even more impactful

00:20:789 (4,5,6,7) - It feels really awkward that you make a more dense and more impactful vocal rhythm require less movement than a reverse thats mapped to subtle bells. I would definitely offer more spacing here

00:48:375 (6,7) - This is in no way expected to the player. its 1/3 tick later than than previous 1/3 snaps yet its directly stacked and not overlapped like 00:48:260 (5,6) - . Offering double that spacing would be a more logical choice, and would also provide some more visual distance so the snap is distinguished

00:58:031 - Again a 1/1 slider here would make this large rhythm gap way more interesting

01:29:927 (3,4) - The snare here is way more impactful than the following kicks. The movement to get to it however isnt as impactful and is easily overshadowed by the Humungous spacing here 01:30:358 (5,6) -. Due to slider leniency 3 isnt even going to be followed fully, so the movement to 4 is minimal

01:31:134 (1,2) - IMO this is really cluttered and doesnt really accentuate the wub on 2, because there almost no movement. The sudden movement stop also hinders the follow towards the next object

01:38:634 (3,4,5,6,7,8) - The angling of the stream here is a but awkward considering that there isnt anything relatively stronger here 01:38:806 (5,6) - that would ask for a snappy transition. Mapping this as a curve altogether would help with song expression

01:40:962 (3) - ctrl-h here and then restacking on top of the previous project would make the pattern less cluttered and also offer a more snappy movement thats fitting to the kick on 4

01:51:306 (5,6) - Would expect more spacing here considering the impact of the snare, and also taking into account the bigger spacing on the counterpart in the following stanza here 01:56:824 (5,6) -

02:03:203 (2,3) - You could make the direction change more apparent here by ctrl g ing 3 and adding more spacing

02:10:444 (4,5,1) - Uhh i get that the synth is dying down but ehh this is pretty cluttered, i get the reading challenge introduced but spreading them out on the playfield more would encourage more movement

02:17:686 (8,9,10,1) - I find the angling here too harsh, considering the similar counter in the first kiai of the same rhythm incorporated a more circular flow. Also it would have been nicer if object placement wasnt as cluttered

02:26:651 (2) - This is like completely hidden under the previous slider. The only way to predict that its a slider is because this sound is consistently expressed with sliders. However i would make the slider placement more clear ( i might be too close minded when it comes to patterning with such a cluttered basis but bear with me here )

02:31:479 (7,8) - I dont really see the movement i expected here, nor a similar movement that other similar kickslider pattern introduced. Due to slider leniency, the movevement is minimal and the cursor almost moves at a straight line, which is not the case for other kickslider patterns, which are more snappy in their movements, or more circular

02:34:237 (8,1) - 1/4 snapping with slider-end -> slider head stacked, and directly after this there is a 1/2 snapping with the same placement here 02:34:927 (2,3) - . I would suggest some differentiation here

02:36:651 (3) - Uhh the sliderend is sooo strong its a shame its not clickable, in contrast with 02:35:444 (4,5) - which is way more fitting musically

02:39:410 (3,4) - Similar point here^Side Note: I guess the 3 1/4 snapping-connected sliders are consistently used every second measure, so the strong kick on sliderend is consistetly used. I still think its kinda awkward musically but its still consistently used. Not gonna point it out anymore but yeah here are my two cents

02:46:306 (3,4) - 3->4 would generally be expected to be spaced less than 4->5, and it actually is most of the time, but the former jump here is way stronger than the latter, making a synth -> kick jump stronger than a kick -> snare jump

03:15:272 - 03:18:031 - You could insert break time here. Think about the children and their health points diminishing!! In order to keep the impact of the vocals you could drag the break time back up to here 03:18:031 -

03:18:720 (1,2,3) - A somewhat neat suggestion about these; If you remember the "ANGERY HULK SLIDER MOVING AT HIGH SPEEDS" section, u used the more intense green combo colour to signify the SV increase. Since theres still an SV mechanic used here, why not use the saturated version of the green colour ( like, the other green ) on the slightly faster sliders to give a neat effect!

03:26:996 (1) - I think this should be coloured the strong green cuz FAST HULK SLIDER

04:04:410 (7,8,1) - Would space this out a bit more its 0.10x DS lower than most edgy bois like this one

04:08:031 (5,6) - Swithing them around on the timeline would go a long way to emphasizing this jump 04:08:203 (6,1) - better, in a sense that the jump here 04:07:858 (4,5) - would be made more linear and the directly following jump would be an intense downward movement that would accentuate the sound better

04:13:548 (8) - You could make this into a 1/2 slider instead to offer a vocal hold. Even you have strictly mapped the strong bassline, and the kicks i feel like the break is a bit too much this into the kiai

04:15:272 (6) - Probably subjective but you could ctrl g this and move it more upwards to make the movement to the edgy boi have more impact

04:59:410 (1) - You could do utilize the green colorhaxing mechanic on these fast bois as well for the neat effect. This applies to all following iterations of the fast bois of this section and also the similar fast bois in the previous but similar section here 01:50:444 - which i totally forgot to mention cause im a """"""good"""""" modder

05:30:789 - Same as 03:18:720 (1,2,3) - regarding using the saturated green combo colour to emphasize the fast bois. And also using the more "green" green combo colour for the ultra fast bois like 05:39:410 (1) -

This should cover everything i have to say. Really interesting map with truly intuitive mechanics and ideas, as expected by you! One more mir map done. Im waiting for my next assignmentBest of Luck!! Although this thing is pretty ready

Edit: Side note: 01:32:168 (2,3) - you kinda missplaced the timeline here, before halfy's mod 01:32:168 (2) - ended here 01:32:772 - . However now this is not the case. Also this wasnt brought up in halfy's mod so the different snap could be and unintentional mistake

Last edited by Nokashi on 2017-08-16 11:42:24 UTC, edited 1 time in total.

Even though the first set of 1/1 reverse ( by set i mean every 4 1/1 reverses ) land on something really faint on the reverse tick, the subtle bell sound, The second set doesnt in fact have the bell ring on the reverse, especially 00:08:375 (3,4) - .( either that or im going deaf) Would ruin the consistent patterning but it would work better as either 1/2 slider circle for the accentuation on the following white ticks, or a simple 1/1 - I'm not really following that, I'm following the overall tone of the specific beat so the reverse and end land on random stuff depending on what the song is doing variation-wise so that's why they're the same in position

00:11:134 (1,2,3,4) - With the introduction of a new synth i would expect something in a form of a pattern switch to accentuate the new sound. Same applies on the next set well, where the same synth is even more impactful - again it's a very subtle addition and i don't think is worth emphasizing that much cuz the tones im following are all the same there

00:20:789 (4,5,6,7) - It feels really awkward that you make a more dense and more impactful vocal rhythm require less movement than a reverse thats mapped to subtle bells. I would definitely offer more spacing here - both require very little movement but circles are clickable and reverses arent so there's tapping involved here too

00:22:168 (1) - Would be more optimal to end the reverse here 00:24:927 - so as to make 00:26:306 - clickable, much as 00:27:686 (1) - is clickable - the only way to make this work is by leaving it unclickable since 00:29:065 - exists and i want the reverses to be here on this sound where 00:24:927 - also has that sound so a reverse goes here but then where do i make the other sound clickable? i think ending the reverse on that sound is good enough cuz it's emphasis through it's end and having it clickable next is just a consequence of this game not letting me do what i want xd

00:46:996 - a 1/1 slider here would break the silence of this rather large gap between 00:46:306 (3,4) - nah the break is intentional

00:48:375 (6,7) - This is in no way expected to the player. its 1/3 tick later than than previous 1/3 snaps yet its directly stacked and not overlapped like 00:48:260 (5,6) - . Offering double that spacing would be a more logical choice, and would also provide some more visual distance so the snap is distinguished - this is inconsistent so fixed anyways, i want it slightly overlapped so it's easier to read

00:58:031 - Again a 1/1 slider here would make this large rhythm gap way more interesting

01:29:927 (3,4) - The snare here is way more impactful than the following kicks. The movement to get to it however isnt as impactful and is easily overshadowed by the Humungous spacing here 01:30:358 (5,6) -. Due to slider leniency 3 isnt even going to be followed fully, so the movement to 4 is minimal

01:31:134 (1,2) - IMO this is really cluttered and doesnt really accentuate the wub on 2, because there almost no movement. The sudden movement stop also hinders the follow towards the next object - addressed this in yami's mod, it's more about the whole whirring noise constantly present in the kiai, it's not here so i made the movement a lot less to reflect that

01:38:634 (3,4,5,6,7,8) - The angling of the stream here is a but awkward considering that there isnt anything relatively stronger here 01:38:806 (5,6) - that would ask for a snappy transition. Mapping this as a curve altogether would help with song expression - the wub comes in there tho

01:40:962 (3) - ctrl-h here and then restacking on top of the previous project would make the pattern less cluttered and also offer a more snappy movement thats fitting to the kick on 4 - did something similar

01:51:306 (5,6) - Would expect more spacing here considering the impact of the snare, and also taking into account the bigger spacing on the counterpart in the following stanza here 01:56:824 (5,6) -

02:03:203 (2,3) - You could make the direction change more apparent here by ctrl g ing 3 and adding more spacing - hmm i don't think it's necessary, the sv kinda already emphasizes this change

02:10:444 (4,5,1) - Uhh i get that the synth is dying down but ehh this is pretty cluttered, i get the reading challenge introduced but spreading them out on the playfield more would encourage more movement - it's not really that hard. Plus a lot of movement isn't what I'm going for I'm going for specific circular movement here

02:17:686 (8,9,10,1) - I find the angling here too harsh, considering the similar counter in the first kiai of the same rhythm incorporated a more circular flow. Also it would have been nicer if object placement wasnt as cluttered - tried something with more circular stuff on the last triple

02:26:651 (2) - This is like completely hidden under the previous slider. The only way to predict that its a slider is because this sound is consistently expressed with sliders. However i would make the slider placement more clear ( i might be too close minded when it comes to patterning with such a cluttered basis but bear with me here )

02:31:479 (7,8) - I dont really see the movement i expected here, nor a similar movement that other similar kickslider pattern introduced. Due to slider leniency, the movevement is minimal and the cursor almost moves at a straight line, which is not the case for other kickslider patterns, which are more snappy in their movements, or more circular

02:34:237 (8,1) - 1/4 snapping with slider-end -> slider head stacked, and directly after this there is a 1/2 snapping with the same placement here 02:34:927 (2,3) - . I would suggest some differentiation here

02:36:651 (3) - Uhh the sliderend is sooo strong its a shame its not clickable, in contrast with 02:35:444 (4,5) - which is way more fitting musically - i'm following the bass shifts here, you know me i barely ever follow drums in dnb songs/sections I always find other things to follow xD

02:39:410 (3,4) - Similar point here^Side Note: I guess the 3 1/4 snapping-connected sliders are consistently used every second measure, so the strong kick on sliderend is consistetly used. I still think its kinda awkward musically but its still consistently used. Not gonna point it out anymore but yeah here are my two cents - owo addressed

02:46:306 (3,4) - 3->4 would generally be expected to be spaced less than 4->5, and it actually is most of the time, but the former jump here is way stronger than the latter, making a synth -> kick jump stronger than a kick -> snare jump

03:15:272 - 03:18:031 - You could insert break time here. Think about the children and their health points diminishing!! In order to keep the impact of the vocals you could drag the break time back up to here 03:18:031 - it wouldn't affect hp that much and the effect is too good to kill with a break imo

03:18:720 (1,2,3) - A somewhat neat suggestion about these; If you remember the "ANGERY HULK SLIDER MOVING AT HIGH SPEEDS" section, u used the more intense green combo colour to signify the SV increase. Since theres still an SV mechanic used here, why not use the saturated version of the green colour ( like, the other green ) on the slightly faster sliders to give a neat effect! - they are using the saturated green?

03:26:996 (1) - I think this should be coloured the strong green cuz FAST HULK SLIDER - nuh uh these aren't the same type!

04:04:410 (7,8,1) - Would space this out a bit more its 0.10x DS lower than most edgy bois like this one

04:08:031 (5,6) - Swithing them around on the timeline would go a long way to emphasizing this jump 04:08:203 (6,1) - better, in a sense that the jump here 04:07:858 (4,5) - would be made more linear and the directly following jump would be an intense downward movement that would accentuate the sound better

04:13:548 (8) - You could make this into a 1/2 slider instead to offer a vocal hold. Even you have strictly mapped the strong bassline, and the kicks i feel like the break is a bit too much this into the kiai - mh i want to emphasize the drums here since it's largely a drum breakdown

04:15:272 (6) - Probably subjective but you could ctrl g this and move it more upwards to make the movement to the edgy boi - moved a bit closer but leniency will have the movement kinda irrelevant

04:39:582 (2,3,4) - Why no triple here. Would have been waayyy more impactful - again listening to the whirring noise in the back it's very consistent unlike for 04:42:168 (2,3,4) - and etc which it spikes for the sliders

04:59:410 (1) - You could do utilize the green colorhaxing mechanic on these fast bois as well for the neat effect. This applies to all following iterations of the fast bois of this section and also the similar fast bois in the previous but similar section here 01:50:444 - which i totally forgot to mention cause im a """"""good"""""" modder - the green thingies are more for the bigger contrasts in the softer sections than fast bois in the more active sections cuz they just.. happen (more for readability than anything actually) so I don't think I need them here

05:30:789 - Same as 03:18:720 (1,2,3) - regarding using the saturated green combo colour to emphasize the fast bois. And also using the more "green" green combo colour for the ultra fast bois like 05:39:410 (1) -

This should cover everything i have to say. Really interesting map with truly intuitive mechanics and ideas, as expected by you! One more mir map done. Im waiting for my next assignmentBest of Luck!! Although this thing is pretty ready

Edit: Side note: 01:32:168 (2,3) - you kinda missplaced the timeline here, before halfy's mod 01:32:168 (2) - ended here 01:32:772 - . However now this is not the case. Also this wasnt brought up in halfy's mod so the different snap could be and unintentional mistake - yeah fixed

03:52:513 (1) - I get why you want to make this but there's literally nothing here.

03:58:031 (1) - ^ - wot there's a really drawn out "wooooooooooooooooooooooooo" sound in the back

05:04:237 (4) - sound is extended like 05:03:548 (1) - and this plays like a click so i think you should make this at least a 1/2 - you might call me crazy but i do hear subtle change of the sound, the second one sounds more staccato than the first

04:05:444 (5,6) - I think those should still be stack then 1/4 jump because this looks more like hihats which isn't what you want to emphasise here.

01:20:100 (1,1) - these things are quite edgy, but seems like the first one is fully faded out before second one is fully faded in and they seemed fine to sightread to me without seeing them in editor first00:49:324 (7) - 00:57:571 (4) - stacking these rhythms would really help reading the snapping difference01:06:306 (1,1) - volume sounds fine on heads, but ticks and repeats/tails would be nicer with less01:34:582 (1,2) - the way this suddenly overlaps looks so out of place with your other visuals, why not something like http://i.imgur.com/0aJoAdd.jpg01:39:410 (1) - you already had low spacing on some other things and all so I don't think it makes the finish stand out here, could probably just ctrlg, which also adds an outstanding flow break on the sliderbody01:45:962 (2) - how about something like http://i.imgur.com/vDgGrE2.jpg to make it cute with the next kickslider?01:53:806 (3,1,1,1,1) - can you introduce this a bit bit simpler, mainly movement wise, like a less ugly version of http://i.imgur.com/2QUjbya.jpg maybealso I think the nc spam is not needed since you colorhax them anyways and after the first one the way you do these patterns should give it away too02:00:789 (2) - since you only mapped it as repeat anyways I think ignoring the 1/6 and just mapping more 1/3 circles would work better, maybe even something like http://i.imgur.com/JvGlCmn.jpg02:01:134 (1) - should at least end on 1/3 cause of the noticeable sound there, feels pretty weird to play right now, but I think a 1/3 repeat would be even better03:32:169 (4) - stack :eyes: -- 04:59:065 (7,1) - dying04:57:226 (1,2,3,1) - same 1/3 thing again here05:19:410 (3,4) - perfectly axis parallel pattern looks so out of place with everything else here lol

fun map but the 4 hour long intro is 😒get bubble and I can qualify

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